/Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineCore/Public/MovieRenderPipelineDataTypes.h
These parameters define a single sample that a render pass should render with.
struct FMoviePipelineRenderPassMetrics
float
AccumulationGamma
The gamma space to apply accumulation in.
EAntiAliasingMe...
AntiAliasingMethod
Which anti-aliasing method should this view use?
FIntPoint
BackbufferSize
How big is the back buffer for this sample? This is the final target size divided by the number of tiles with padding added.
bool
bCameraCut
Do we pass the camera cut flag to the renderer to clear histories?
bool
bDiscardResult
If true, we will discard this sample after rendering. Used to get history set up correctly.
bool
bWorldIsPaused
Is the Scene View frozen so no changes are made as a result of this sample?
bool
bWriteSampleToDisk
If true, we will write this sample to disk (and also send it to the accumulator.)
FIntPoint
EffectiveOutputResolution
Full Output image resolution for this shot.
int32
FrameIndex
What FrameIndex should theFSceneViewuse for its internal index.
MoviePipeline::...
FrameInfo
float
GlobalScreenPercentageFraction
What screen percentage should each view be rendered at? 1.0 = standard size.
FOpenColorIODis...
OCIOConfiguration
FIntPoint
OriginalTileCounts
How many tiles on X and Y are there total.
FMoviePipelineF...
OutputState
FIntPoint
OverlappedOffset
How much is this sample offset, taking padding into account.
FIntPoint
OverlappedPad
How many pixels are we overlapping with adjacent tiles (on each side)
FVector2D
OverlappedSubpixelShift
float
OverscanPercentage
Use overscan percentage to extend render region beyond the set resolution.
FVector2D
ProjectionMatrixJitterAmount
The amount of screen-space shift used to replace TAA Projection Jitter, modified for each spatial sample of the render.
ESceneCaptureSo...
SceneCaptureSource
What type of output should the Post Processing output? (HDR /w ToneCurve, HDR w/o ToneCurve)
int32
SpatialSampleCount
How many spatial jitters will there be total for this particular temporal accumulation frame?
int32
SpatialSampleIndex
Of the SpatialSampleCount, which index is this?
float
SpatialShiftX
SpatialJitter offset X.
float
SpatialShiftY
SpatialJitter offset Y.
int32
TemporalSampleCount
How many temporal jitters will there be total for this particular output frame?
int32
TemporalSampleIndex
Of the TemporalSampleCount, which index is this?
float
TextureSharpnessBias
Any additional texture mip map bias that should be added when rendering.
FIntPoint
TileCounts
How many tiles on X and Y are there total.
FIntPoint
TileIndexes
Of the TileCount, which X/Y Tile is this sample for.
FIntPoint
TileSize
How big is an individual tile for this sample? This is the final target size divided by the number of tiles (without padding added)